Tooltip says about the split_angle property: Angle between faces' normals above which an edge is considered as sharp when computing loop normals So it's not an edge angle, but angle between two faces. Two adjacent flat quads would enclose an angle of 180° i guess. If two faces form a peak, it's less...

calling an operator from within another operator in C doesn't sound like good practise. You may check the automatic saving feature (quit.blend) and see how that is called / executed. You might have to use some functions but not operators.

I forgot to say: you need to enable loop-normals in Properties sidebar (N), Item panel. Default value is fine. If you want hard edges for angles lower than 180° automatically, even if edges aren't marked sharp, decrease the value. In editmode, N-panel > Mesh Display has an option to show loop normal...

You can do that like: ob = bpy.context.object vgroup_verts = {vgroup.name: [] for vgroup in ob.vertex_groups} for v in ob.data.vertices: for g in v.groups: vgroup_verts[ob.vertex_groups[g.group].name].append(v.index) for vgroup in vgroup_verts: vcount = len(vgroup_verts[vgroup]) print("Vertex Group ...

You could use the window manager for a custom property: bpy.types.WindowManager.session = bpy.props.StringProperty(options={'HIDDEN', 'SKIP_SAVE'}) bpy.context.window_manager.session = "abc123" SKIP_SAVE might not even be needed, but you better test that. If you access the session in your addon's co...

i hesistate to update my build, as it got several modifications applied, and some add features which don't fully work or even crash blender instantly. Need to check if i can strip off the unrelated stuff (something like git's stash for svn).